diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/npc_rollermine.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/npc_rollermine.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/npc_rollermine.cpp | 3035 |
1 files changed, 3035 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/npc_rollermine.cpp b/mp/src/game/server/hl2/npc_rollermine.cpp new file mode 100644 index 00000000..a843af19 --- /dev/null +++ b/mp/src/game/server/hl2/npc_rollermine.cpp @@ -0,0 +1,3035 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_default.h"
+#include "ai_task.h"
+#include "ai_schedule.h"
+#include "ai_hull.h"
+#include "ai_squadslot.h"
+#include "ai_basenpc.h"
+#include "ai_navigator.h"
+#include "ai_interactions.h"
+#include "ndebugoverlay.h"
+#include "explode.h"
+#include "bitstring.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "decals.h"
+#include "antlion_dust.h"
+#include "ai_memory.h"
+#include "ai_squad.h"
+#include "ai_senses.h"
+#include "beam_shared.h"
+#include "iservervehicle.h"
+#include "SoundEmitterSystem/isoundemittersystembase.h"
+#include "physics_saverestore.h"
+#include "vphysics/constraints.h"
+#include "vehicle_base.h"
+#include "eventqueue.h"
+#include "te_effect_dispatch.h"
+#include "npc_rollermine.h"
+#include "func_break.h"
+#include "soundenvelope.h"
+#include "mapentities.h"
+#include "RagdollBoogie.h"
+#include "physics_collisionevent.h"
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define ROLLERMINE_MAX_TORQUE_FACTOR 5
+extern short g_sModelIndexWExplosion;
+
+ConVar sk_rollermine_shock( "sk_rollermine_shock","0");
+ConVar sk_rollermine_stun_delay("sk_rollermine_stun_delay", "1");
+ConVar sk_rollermine_vehicle_intercept( "sk_rollermine_vehicle_intercept","1");
+
+enum
+{
+ ROLLER_SKIN_REGULAR = 0,
+ ROLLER_SKIN_FRIENDLY,
+ ROLLER_SKIN_DETONATE,
+};
+//-----------------------------------------------------------------------------
+// CRollerController implementation
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// Purpose: This class only implements the IMotionEvent-specific behavior
+// It keeps track of the forces so they can be integrated
+//-----------------------------------------------------------------------------
+class CRollerController : public IMotionEvent
+{
+ DECLARE_SIMPLE_DATADESC();
+
+public:
+ IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
+
+ AngularImpulse m_vecAngular;
+ Vector m_vecLinear;
+
+ void Off( void ) { m_fIsStopped = true; }
+ void On( void ) { m_fIsStopped = false; }
+
+ bool IsOn( void ) { return !m_fIsStopped; }
+
+private:
+ bool m_fIsStopped;
+};
+
+BEGIN_SIMPLE_DATADESC( CRollerController )
+
+ DEFINE_FIELD( m_vecAngular, FIELD_VECTOR ),
+ DEFINE_FIELD( m_vecLinear, FIELD_VECTOR ),
+ DEFINE_FIELD( m_fIsStopped, FIELD_BOOLEAN ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+IMotionEvent::simresult_e CRollerController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
+{
+ if( m_fIsStopped )
+ {
+ return SIM_NOTHING;
+ }
+
+ linear = m_vecLinear;
+ angular = m_vecAngular;
+
+ return IMotionEvent::SIM_LOCAL_ACCELERATION;
+}
+//-----------------------------------------------------------------------------
+
+
+#define ROLLERMINE_IDLE_SEE_DIST 2048
+#define ROLLERMINE_NORMAL_SEE_DIST 2048
+#define ROLLERMINE_WAKEUP_DIST 256
+#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE 300 // See every other than vehicles upto this distance (i.e. old idle see dist)
+#define ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL 800 // See every other than vehicles upto this distance (i.e. old normal see dist)
+
+#define ROLLERMINE_RETURN_TO_PLAYER_DIST (200*200)
+
+#define ROLLERMINE_MIN_ATTACK_DIST 1
+#define ROLLERMINE_MAX_ATTACK_DIST 4096
+
+#define ROLLERMINE_OPEN_THRESHOLD 256
+
+#define ROLLERMINE_VEHICLE_OPEN_THRESHOLD 400
+#define ROLLERMINE_VEHICLE_HOP_THRESHOLD 300
+
+#define ROLLERMINE_HOP_DELAY 2 // Don't allow hops faster than this
+
+//#define ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE 4
+
+#define ROLLERMINE_FEAR_DISTANCE (300*300)
+
+//=========================================================
+// Custom schedules
+//=========================================================
+enum
+{
+ SCHED_ROLLERMINE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE,
+ SCHED_ROLLERMINE_CHASE_ENEMY,
+ SCHED_ROLLERMINE_BURIED_WAIT,
+ SCHED_ROLLERMINE_BURIED_UNBURROW,
+ SCHED_ROLLERMINE_FLEE,
+ SCHED_ROLLERMINE_ALERT_STAND,
+ SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES,
+ SCHED_ROLLERMINE_PATH_TO_PLAYER,
+ SCHED_ROLLERMINE_ROLL_TO_PLAYER,
+ SCHED_ROLLERMINE_POWERDOWN,
+};
+
+//=========================================================
+// Custom tasks
+//=========================================================
+enum
+{
+ TASK_ROLLERMINE_CHARGE_ENEMY = LAST_SHARED_TASK,
+ TASK_ROLLERMINE_BURIED_WAIT,
+ TASK_ROLLERMINE_UNBURROW,
+ TASK_ROLLERMINE_GET_PATH_TO_FLEE,
+ TASK_ROLLERMINE_NUDGE_TOWARDS_NODES,
+ TASK_ROLLERMINE_RETURN_TO_PLAYER,
+ TASK_ROLLERMINE_POWERDOWN,
+};
+
+
+// This are little 'sound event' flags. Set the flag after you play the
+// sound, and the sound will not be allowed to play until the flag is then cleared.
+#define ROLLERMINE_SE_CLEAR 0x00000000
+#define ROLLERMINE_SE_CHARGE 0x00000001
+#define ROLLERMINE_SE_TAUNT 0x00000002
+#define ROLLERMINE_SE_SHARPEN 0x00000004
+#define ROLLERMINE_SE_TOSSED 0x00000008
+
+enum rollingsoundstate_t { ROLL_SOUND_NOT_READY = 0, ROLL_SOUND_OFF, ROLL_SOUND_CLOSED, ROLL_SOUND_OPEN };
+
+//=========================================================
+//=========================================================
+class CNPC_RollerMine : public CNPCBaseInteractive<CAI_BaseNPC>, public CDefaultPlayerPickupVPhysics
+{
+ DECLARE_CLASS( CNPC_RollerMine, CNPCBaseInteractive<CAI_BaseNPC> );
+ DECLARE_SERVERCLASS();
+
+public:
+
+ CNPC_RollerMine( void ) { m_bTurnedOn = true; m_bUniformSight = false; }
+ ~CNPC_RollerMine( void );
+
+ void Spawn( void );
+ bool CreateVPhysics();
+ void RunAI();
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ void SpikeTouch( CBaseEntity *pOther );
+ void ShockTouch( CBaseEntity *pOther );
+ void CloseTouch( CBaseEntity *pOther );
+ void EmbedTouch( CBaseEntity *pOther );
+ float GetAttackDamageScale( CBaseEntity *pVictim );
+ void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
+ void Precache( void );
+ void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
+ void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
+ void StopLoopingSounds( void );
+ void PrescheduleThink();
+ bool ShouldSavePhysics() { return true; }
+ void OnRestore();
+ void Bury( trace_t *tr );
+ bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false );
+
+ int RangeAttack1Conditions ( float flDot, float flDist );
+ int SelectSchedule( void );
+ int TranslateSchedule( int scheduleType );
+ int GetHackedIdleSchedule( void );
+
+ bool OverrideMove( float flInterval ) { return true; }
+ bool IsValidEnemy( CBaseEntity *pEnemy );
+ bool IsPlayerVehicle( CBaseEntity *pEntity );
+ bool IsShocking() { return gpGlobals->curtime < m_flShockTime ? true : false; }
+ void UpdateRollingSound();
+ void UpdatePingSound();
+ void StopRollingSound();
+ void StopPingSound();
+ float RollingSpeed();
+ float GetStunDelay();
+ void EmbedOnGroundImpact();
+ void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
+ void DrawDebugGeometryOverlays()
+ {
+ if (m_debugOverlays & OVERLAY_BBOX_BIT)
+ {
+ float dist = GetSenses()->GetDistLook();
+ Vector range(dist, dist, 64);
+ NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 0, 0 );
+ }
+ BaseClass::DrawDebugGeometryOverlays();
+ }
+ // UNDONE: Put this in the qc file!
+ Vector EyePosition()
+ {
+ // This takes advantage of the fact that the system knows
+ // that the abs origin is at the center of the rollermine
+ // and that the OBB is actually world-aligned despite the
+ // fact that SOLID_VPHYSICS is being used
+ Vector eye = CollisionProp()->GetCollisionOrigin();
+ eye.z += CollisionProp()->OBBMaxs().z;
+ return eye;
+ }
+
+ int OnTakeDamage( const CTakeDamageInfo &info );
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+
+ Class_T Classify()
+ {
+ if( !m_bTurnedOn )
+ return CLASS_NONE;
+
+ //About to blow up after being hacked so do damage to the player.
+ if ( m_bHackedByAlyx && ( m_flPowerDownDetonateTime > 0.0f && m_flPowerDownDetonateTime <= gpGlobals->curtime ) )
+ return CLASS_COMBINE;
+
+ return ( m_bHeld || m_bHackedByAlyx ) ? CLASS_HACKED_ROLLERMINE : CLASS_COMBINE;
+ }
+
+ virtual bool ShouldGoToIdleState()
+ {
+ return gpGlobals->curtime > m_flGoIdleTime ? true : false;
+ }
+
+ virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
+
+ // Vehicle interception
+ bool EnemyInVehicle( void );
+ float VehicleHeading( CBaseEntity *pVehicle );
+
+ NPC_STATE SelectIdealState();
+
+ // Vehicle sticking
+ void StickToVehicle( CBaseEntity *pOther );
+ void AnnounceArrivalToOthers( CBaseEntity *pOther );
+ void UnstickFromVehicle( void );
+ CBaseEntity *GetVehicleStuckTo( void );
+ int CountRollersOnMyVehicle( CUtlVector<CNPC_RollerMine*> *pRollerList );
+ void InputConstraintBroken( inputdata_t &inputdata );
+ void InputRespondToChirp( inputdata_t &inputdata );
+ void InputRespondToExplodeChirp( inputdata_t &inputdata );
+ void InputJoltVehicle( inputdata_t &inputdata );
+ void InputTurnOn( inputdata_t &inputdata );
+ void InputTurnOff( inputdata_t &inputdata );
+ void InputPowerdown( inputdata_t &inputdata );
+
+ void PreventUnstickUntil( float flTime ) { m_flPreventUnstickUntil = flTime; }
+
+ virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
+
+ void SetRollerSkin( void );
+
+ COutputEvent m_OnPhysGunDrop;
+ COutputEvent m_OnPhysGunPickup;
+
+protected:
+ DEFINE_CUSTOM_AI;
+ DECLARE_DATADESC();
+
+ bool BecomePhysical();
+ void WakeNeighbors();
+ bool WakeupMine( CAI_BaseNPC *pNPC );
+
+ void Open( void );
+ void Close( void );
+ void Explode( void );
+ void PreDetonate( void );
+ void Hop( float height );
+
+ void ShockTarget( CBaseEntity *pOther );
+
+ bool IsActive() { return m_flActiveTime > gpGlobals->curtime ? false : true; }
+
+ // INPCInteractive Functions
+ virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return true; }
+ virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
+ virtual void NotifyInteraction( CAI_BaseNPC *pUser );
+
+ CSoundPatch *m_pRollSound;
+ CSoundPatch *m_pPingSound;
+
+ CRollerController m_RollerController;
+ IPhysicsMotionController *m_pMotionController;
+
+ float m_flSeeVehiclesOnlyBeyond;
+ float m_flChargeTime;
+ float m_flGoIdleTime;
+ float m_flShockTime;
+ float m_flForwardSpeed;
+ int m_iSoundEventFlags;
+ rollingsoundstate_t m_rollingSoundState;
+
+ CNetworkVar( bool, m_bIsOpen );
+ CNetworkVar( float, m_flActiveTime ); //If later than the current time, this will force the mine to be active
+
+ bool m_bHeld; //Whether or not the player is holding the mine
+ EHANDLE m_hVehicleStuckTo;
+ float m_flPreventUnstickUntil;
+ float m_flNextHop;
+ bool m_bStartBuried;
+ bool m_bBuried;
+ bool m_bIsPrimed;
+ bool m_wakeUp;
+ bool m_bEmbedOnGroundImpact;
+ CNetworkVar( bool, m_bHackedByAlyx );
+
+ // Constraint used to stick us to a vehicle
+ IPhysicsConstraint *m_pConstraint;
+
+ bool m_bTurnedOn;
+ bool m_bUniformSight;
+
+ CNetworkVar( bool, m_bPowerDown );
+ float m_flPowerDownTime;
+ float m_flPowerDownDetonateTime;
+
+ static string_t gm_iszDropshipClassname;
+};
+
+string_t CNPC_RollerMine::gm_iszDropshipClassname;
+
+LINK_ENTITY_TO_CLASS( npc_rollermine, CNPC_RollerMine );
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+BEGIN_DATADESC( CNPC_RollerMine )
+
+ DEFINE_SOUNDPATCH( m_pRollSound ),
+ DEFINE_SOUNDPATCH( m_pPingSound ),
+ DEFINE_EMBEDDED( m_RollerController ),
+ DEFINE_PHYSPTR( m_pMotionController ),
+
+ DEFINE_FIELD( m_flSeeVehiclesOnlyBeyond, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flActiveTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flGoIdleTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flShockTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flForwardSpeed, FIELD_FLOAT ),
+ DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_hVehicleStuckTo, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_flPreventUnstickUntil, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextHop, FIELD_FLOAT ),
+ DEFINE_FIELD( m_bIsPrimed, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_iSoundEventFlags, FIELD_INTEGER ),
+ DEFINE_FIELD( m_rollingSoundState, FIELD_INTEGER ),
+
+ DEFINE_KEYFIELD( m_bStartBuried, FIELD_BOOLEAN, "StartBuried" ),
+ DEFINE_FIELD( m_bBuried, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_wakeUp, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bEmbedOnGroundImpact, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_bPowerDown, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_flPowerDownTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flPowerDownDetonateTime, FIELD_TIME ),
+
+ DEFINE_PHYSPTR( m_pConstraint ),
+
+ DEFINE_FIELD( m_bTurnedOn, FIELD_BOOLEAN ),
+ DEFINE_KEYFIELD( m_bUniformSight, FIELD_BOOLEAN, "uniformsightdist" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "ConstraintBroken", InputConstraintBroken ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "RespondToChirp", InputRespondToChirp ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "RespondToExplodeChirp", InputRespondToExplodeChirp ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "JoltVehicle", InputJoltVehicle ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "PowerDown", InputPowerdown ),
+
+ // Function Pointers
+ DEFINE_ENTITYFUNC( SpikeTouch ),
+ DEFINE_ENTITYFUNC( ShockTouch ),
+ DEFINE_ENTITYFUNC( CloseTouch ),
+ DEFINE_ENTITYFUNC( EmbedTouch ),
+ DEFINE_THINKFUNC( Explode ),
+ DEFINE_THINKFUNC( PreDetonate ),
+
+ DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
+ DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
+
+ DEFINE_BASENPCINTERACTABLE_DATADESC(),
+
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST( CNPC_RollerMine, DT_RollerMine )
+ SendPropInt(SENDINFO(m_bIsOpen), 1, SPROP_UNSIGNED ),
+ SendPropFloat(SENDINFO(m_flActiveTime), 0, SPROP_NOSCALE ),
+ SendPropInt(SENDINFO(m_bHackedByAlyx), 1, SPROP_UNSIGNED ),
+ SendPropInt(SENDINFO(m_bPowerDown), 1, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+bool NPC_Rollermine_IsRollermine( CBaseEntity *pEntity )
+{
+ CNPC_RollerMine *pRoller = dynamic_cast<CNPC_RollerMine *>(pEntity);
+ return pRoller ? true : false;
+}
+
+CBaseEntity *NPC_Rollermine_DropFromPoint( const Vector &originStart, CBaseEntity *pOwner, const char *pszTemplate )
+{
+ CBaseEntity *pEntity = NULL;
+ CNPC_RollerMine *pMine = NULL;
+
+ // Use the template, if we have it
+ if ( pszTemplate && pszTemplate[0] )
+ {
+ MapEntity_ParseEntity( pEntity, pszTemplate, NULL );
+ pMine = dynamic_cast<CNPC_RollerMine *>(pEntity);
+ }
+ else
+ {
+ pMine = (CNPC_RollerMine*)CreateEntityByName("npc_rollermine");
+ }
+
+ if ( pMine )
+ {
+ pMine->SetAbsOrigin( originStart );
+ pMine->SetOwnerEntity( pOwner );
+ pMine->Spawn();
+
+ if ( !pszTemplate || !pszTemplate[0] )
+ {
+ pMine->EmbedOnGroundImpact();
+ }
+ }
+ else
+ {
+ Warning( "NULL Ent in Rollermine Create!\n" );
+ }
+
+ return pMine;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CNPC_RollerMine::~CNPC_RollerMine( void )
+{
+ if ( m_pMotionController != NULL )
+ {
+ physenv->DestroyMotionController( m_pMotionController );
+ m_pMotionController = NULL;
+ }
+
+ UnstickFromVehicle();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Precache( void )
+{
+ PrecacheModel( "models/roller.mdl" );
+ PrecacheModel( "models/roller_spikes.mdl" );
+
+ PrecacheModel( "sprites/bluelight1.vmt" );
+ PrecacheModel( "sprites/rollermine_shock.vmt" );
+ PrecacheModel( "sprites/rollermine_shock_yellow.vmt" );
+
+ PrecacheScriptSound( "NPC_RollerMine.Taunt" );
+ PrecacheScriptSound( "NPC_RollerMine.OpenSpikes" );
+ PrecacheScriptSound( "NPC_RollerMine.Warn" );
+ PrecacheScriptSound( "NPC_RollerMine.Shock" );
+ PrecacheScriptSound( "NPC_RollerMine.ExplodeChirp" );
+ PrecacheScriptSound( "NPC_RollerMine.Chirp" );
+ PrecacheScriptSound( "NPC_RollerMine.ChirpRespond" );
+ PrecacheScriptSound( "NPC_RollerMine.ExplodeChirpRespond" );
+ PrecacheScriptSound( "NPC_RollerMine.JoltVehicle" );
+ PrecacheScriptSound( "NPC_RollerMine.Tossed" );
+ PrecacheScriptSound( "NPC_RollerMine.Hurt" );
+
+ PrecacheScriptSound( "NPC_RollerMine.Roll" );
+ PrecacheScriptSound( "NPC_RollerMine.RollWithSpikes" );
+ PrecacheScriptSound( "NPC_RollerMine.Ping" );
+ PrecacheScriptSound( "NPC_RollerMine.Held" );
+
+ PrecacheScriptSound( "NPC_RollerMine.Reprogram" );
+
+ PrecacheMaterial( "effects/rollerglow" );
+
+ gm_iszDropshipClassname = AllocPooledString( "npc_combinedropship" ); // For fast string compares.
+#ifdef HL2_EPISODIC
+ PrecacheScriptSound( "RagdollBoogie.Zap" );
+#endif
+
+ BaseClass::Precache();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Spawn( void )
+{
+ Precache();
+
+ SetSolid( SOLID_VPHYSICS );
+ AddSolidFlags( FSOLID_FORCE_WORLD_ALIGNED | FSOLID_NOT_STANDABLE );
+
+ BaseClass::Spawn();
+
+ AddEFlags( EFL_NO_DISSOLVE );
+
+ CapabilitiesClear();
+ CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SQUAD );
+
+ m_pRollSound = NULL;
+
+ m_bIsOpen = true;
+ Close();
+
+ m_bPowerDown = false;
+
+ m_flFieldOfView = -1.0f;
+ m_flForwardSpeed = -1200;
+ m_bloodColor = DONT_BLEED;
+
+ SetHullType(HULL_SMALL_CENTERED);
+
+ SetHullSizeNormal();
+
+ m_flActiveTime = 0;
+
+ m_bBuried = m_bStartBuried;
+ if ( m_bStartBuried )
+ {
+ trace_t tr;
+ Bury( &tr );
+ }
+
+ NPCInit();
+
+ m_takedamage = DAMAGE_EVENTS_ONLY;
+ SetDistLook( ROLLERMINE_IDLE_SEE_DIST );
+
+ if( m_bUniformSight )
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST;
+ }
+ else
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE;
+ }
+
+ //Suppress superfluous warnings from animation system
+ m_flGroundSpeed = 20;
+ m_NPCState = NPC_STATE_NONE;
+
+ m_rollingSoundState = ROLL_SOUND_OFF;
+
+ m_pConstraint = NULL;
+ m_hVehicleStuckTo = NULL;
+ m_flPreventUnstickUntil = 0;
+ m_flNextHop = 0;
+
+ m_flPowerDownDetonateTime = 0.0f;
+ m_bPowerDown = false;
+ m_flPowerDownTime = 0.0f;
+
+ //Set their yaw speed to 0 so the motor doesn't rotate them.
+ GetMotor()->SetYawSpeed( 0.0f );
+ SetRollerSkin();
+}
+
+//-----------------------------------------------------------------------------
+// Set the contents types that are solid by default to this NPC
+//-----------------------------------------------------------------------------
+unsigned int CNPC_RollerMine::PhysicsSolidMaskForEntity( void ) const
+{
+ if ( HasSpawnFlags( SF_ROLLERMINE_PROP_COLLISION ) )
+ return MASK_SOLID;
+
+ return MASK_NPCSOLID;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Bury( trace_t *tr )
+{
+ AI_TraceHull( GetAbsOrigin() + Vector(0,0,64), GetAbsOrigin() - Vector( 0, 0, MAX_TRACE_LENGTH ), Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), tr );
+
+ //NDebugOverlay::Box( tr->startpos, Vector(-16,-16,-16), Vector(16,16,16), 255, 0, 0, 64, 10.0 );
+ //NDebugOverlay::Box( tr->endpos, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 64, 10.0 );
+
+ // Move into the ground layer
+ Vector buriedPos = tr->endpos - Vector( 0, 0, GetHullHeight() * 0.5 );
+ Teleport( &buriedPos, NULL, &vec3_origin );
+ SetMoveType( MOVETYPE_NONE );
+
+ SetSchedule( SCHED_ROLLERMINE_BURIED_WAIT );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::WakeupMine( CAI_BaseNPC *pNPC )
+{
+ if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this )
+ {
+ CNPC_RollerMine *pMine = dynamic_cast<CNPC_RollerMine *>(pNPC);
+ if ( pMine )
+ {
+ if ( pMine->m_NPCState == NPC_STATE_IDLE )
+ {
+ pMine->m_wakeUp = false;
+ pMine->SetIdealState( NPC_STATE_ALERT );
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::WakeNeighbors()
+{
+ if ( !m_wakeUp || !IsActive() )
+ return;
+ m_wakeUp = false;
+
+ if ( m_pSquad )
+ {
+ AISquadIter_t iter;
+ for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
+ {
+ WakeupMine( pSquadMember );
+ }
+ return;
+ }
+
+ CBaseEntity *entityList[64];
+ Vector range(ROLLERMINE_WAKEUP_DIST,ROLLERMINE_WAKEUP_DIST,64);
+ int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC );
+ //NDebugOverlay::Box( GetAbsOrigin(), -range, range, 255, 0, 0, 64, 10.0 );
+ int wakeCount = 0;
+ while ( boxCount > 0 )
+ {
+ boxCount--;
+ CAI_BaseNPC *pNPC = entityList[boxCount]->MyNPCPointer();
+ if ( WakeupMine( pNPC ) )
+ {
+ wakeCount++;
+ if ( wakeCount >= 2 )
+ return;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
+{
+ if ( NewState == NPC_STATE_IDLE )
+ {
+ SetDistLook( ROLLERMINE_IDLE_SEE_DIST );
+ m_flDistTooFar = ROLLERMINE_IDLE_SEE_DIST;
+
+ if( m_bUniformSight )
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_IDLE_SEE_DIST;
+ }
+ else
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_IDLE;
+ }
+
+ m_RollerController.m_vecAngular = vec3_origin;
+ m_wakeUp = true;
+ }
+ else
+ {
+ if ( OldState == NPC_STATE_IDLE )
+ {
+ // wake the neighbors!
+ WakeNeighbors();
+ }
+ SetDistLook( ROLLERMINE_NORMAL_SEE_DIST );
+
+ if( m_bUniformSight )
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_NORMAL_SEE_DIST;
+ }
+ else
+ {
+ m_flSeeVehiclesOnlyBeyond = ROLLERMINE_SEE_VEHICLESONLY_BEYOND_NORMAL;
+ }
+
+ m_flDistTooFar = ROLLERMINE_NORMAL_SEE_DIST;
+ }
+ BaseClass::OnStateChange( OldState, NewState );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+NPC_STATE CNPC_RollerMine::SelectIdealState( void )
+{
+ switch ( m_NPCState )
+ {
+ case NPC_STATE_COMBAT:
+ {
+ if ( HasCondition( COND_ENEMY_TOO_FAR ) )
+ {
+ ClearEnemyMemory();
+ SetEnemy( NULL );
+ m_flGoIdleTime = gpGlobals->curtime + 10;
+ return NPC_STATE_ALERT;
+ }
+ }
+ }
+
+ return BaseClass::SelectIdealState();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::BecomePhysical( void )
+{
+ VPhysicsDestroyObject();
+
+ RemoveSolidFlags( FSOLID_NOT_SOLID );
+
+ //Setup the physics controller on the roller
+ IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags() , false );
+
+ if ( pPhysicsObject == NULL )
+ return false;
+
+ m_pMotionController = physenv->CreateMotionController( &m_RollerController );
+ m_pMotionController->AttachObject( pPhysicsObject, true );
+
+ SetMoveType( MOVETYPE_VPHYSICS );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::OnRestore()
+{
+ BaseClass::OnRestore();
+ if ( m_pMotionController )
+ {
+ m_pMotionController->SetEventHandler( &m_RollerController );
+ }
+
+ // If we're stuck to a vehicle over a level transition, restart our jolt inputs
+ if ( GetVehicleStuckTo() )
+ {
+ if ( !g_EventQueue.HasEventPending( this, "JoltVehicle" ) )
+ {
+ g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::CreateVPhysics()
+{
+ if ( m_bBuried )
+ {
+ VPhysicsInitStatic();
+ return true;
+ }
+ else
+ {
+ return BecomePhysical();
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::RunAI()
+{
+ if( m_bTurnedOn )
+ {
+ // Scare combine if hacked by Alyx.
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ Vector vecVelocity;
+
+ if ( pPhysicsObject != NULL )
+ {
+ pPhysicsObject->GetVelocity( &vecVelocity, NULL );
+ }
+
+ if( !m_bHeld && vecVelocity.Length() > 64.0 )
+ {
+ if( m_bHackedByAlyx )
+ {
+ // Scare combine
+ CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_COMBINE_ONLY | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
+ }
+ else
+ {
+ // Scare player allies
+ CSoundEnt::InsertSound( (SOUND_DANGER | SOUND_CONTEXT_EXCLUDE_COMBINE | SOUND_CONTEXT_REACT_TO_SOURCE | SOUND_CONTEXT_DANGER_APPROACH), WorldSpaceCenter() + Vector( 0, 0, 32 ) + vecVelocity * 0.5f, 120.0f, 0.2f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
+ }
+ }
+
+ BaseClass::RunAI();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::RangeAttack1Conditions( float flDot, float flDist )
+{
+ if( HasCondition( COND_SEE_ENEMY ) == false )
+ return COND_NONE;
+
+ if ( EnemyInVehicle() )
+ return COND_CAN_RANGE_ATTACK1;
+
+ if( flDist > ROLLERMINE_MAX_ATTACK_DIST )
+ return COND_TOO_FAR_TO_ATTACK;
+
+ if (flDist < ROLLERMINE_MIN_ATTACK_DIST )
+ return COND_TOO_CLOSE_TO_ATTACK;
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::SelectSchedule( void )
+{
+ if ( m_bPowerDown )
+ return SCHED_ROLLERMINE_POWERDOWN;
+
+ if ( m_bBuried )
+ {
+ if ( HasCondition(COND_NEW_ENEMY) || HasCondition(COND_LIGHT_DAMAGE) )
+ return SCHED_ROLLERMINE_BURIED_UNBURROW;
+
+ return SCHED_ROLLERMINE_BURIED_WAIT;
+ }
+
+ //If we're held, don't try and do anything
+ if ( ( m_bHeld ) || !IsActive() || m_hVehicleStuckTo )
+ return SCHED_ALERT_STAND;
+
+ // If we can see something we're afraid of, run from it
+ if ( HasCondition( COND_SEE_FEAR ) )
+ return SCHED_ROLLERMINE_FLEE;
+
+ switch( m_NPCState )
+ {
+ case NPC_STATE_COMBAT:
+
+ if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
+ return SCHED_ROLLERMINE_RANGE_ATTACK1;
+
+ return SCHED_ROLLERMINE_CHASE_ENEMY;
+ break;
+
+ default:
+ break;
+ }
+
+ // Rollermines never wait to fall to the ground
+ ClearCondition( COND_FLOATING_OFF_GROUND );
+
+ return BaseClass::SelectSchedule();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::GetHackedIdleSchedule( void )
+{
+ // If we've been hacked, return to the player
+ if ( !m_bHackedByAlyx || m_bHeld )
+ return SCHED_NONE;
+
+ // Are we near the player?
+ CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
+ if ( !pPlayer )
+ return SCHED_NONE;
+
+ if ( !HasCondition(COND_SEE_PLAYER) )
+ return SCHED_ROLLERMINE_PATH_TO_PLAYER;
+
+ if ( GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) > ROLLERMINE_RETURN_TO_PLAYER_DIST )
+ return SCHED_ROLLERMINE_ROLL_TO_PLAYER;
+
+ return SCHED_NONE;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::TranslateSchedule( int scheduleType )
+{
+ switch( scheduleType )
+ {
+ case SCHED_IDLE_STAND:
+ {
+ int iSched = GetHackedIdleSchedule();
+ if ( iSched != SCHED_NONE )
+ return iSched;
+
+ return SCHED_IDLE_STAND;
+ }
+ break;
+
+ case SCHED_ALERT_STAND:
+ {
+ int iSched = GetHackedIdleSchedule();
+ if ( iSched != SCHED_NONE )
+ return iSched;
+
+ return SCHED_ROLLERMINE_ALERT_STAND;
+ }
+ break;
+
+ case SCHED_ROLLERMINE_RANGE_ATTACK1:
+ if( HasCondition(COND_ENEMY_OCCLUDED) )
+ {
+ // Because of an unfortunate arrangement of cascading failing schedules, the rollermine
+ // could end up here with instructions to drive towards the target, although the target is
+ // not in sight. Nudge around randomly until we're back on the nodegraph.
+ return SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES;
+ }
+ break;
+ }
+
+ return scheduleType;
+}
+
+
+#if 0
+#define ROLLERMINE_DETECTION_RADIUS 350
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::DetectedEnemyInProximity( void )
+{
+ CBaseEntity *pEnt = NULL;
+ CBaseEntity *pBestEnemy = NULL;
+ float flBestDist = MAX_TRACE_LENGTH;
+
+ while ( ( pEnt = gEntList.FindEntityInSphere( pEnt, GetAbsOrigin(), ROLLERMINE_DETECTION_RADIUS ) ) != NULL )
+ {
+ if ( IRelationType( pEnt ) != D_HT )
+ continue;
+
+ float distance = ( pEnt->GetAbsOrigin() - GetAbsOrigin() ).Length();
+
+ if ( distance >= flBestDist )
+ continue;
+
+ pBestEnemy = pEnt;
+ flBestDist = distance;
+ }
+
+ if ( pBestEnemy != NULL )
+ {
+ SetEnemy( pBestEnemy );
+ return true;
+ }
+
+ return false;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pSightEnt -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC)
+{
+ if ( IRelationType( pSightEnt ) == D_FR )
+ {
+ // Only see feared objects up close
+ float flDist = (WorldSpaceCenter() - pSightEnt->WorldSpaceCenter()).LengthSqr();
+ if ( flDist > ROLLERMINE_FEAR_DISTANCE )
+ return false;
+ }
+
+ return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::StartTask( const Task_t *pTask )
+{
+ switch( pTask->iTask )
+ {
+ case TASK_FACE_REASONABLE:
+ case TASK_FACE_SAVEPOSITION:
+ case TASK_FACE_LASTPOSITION:
+ case TASK_FACE_TARGET:
+ case TASK_FACE_AWAY_FROM_SAVEPOSITION:
+ case TASK_FACE_HINTNODE:
+ case TASK_FACE_ENEMY:
+ case TASK_FACE_PLAYER:
+ case TASK_FACE_PATH:
+ case TASK_FACE_IDEAL:
+ // This only applies to NPCs that aren't spheres with omnidirectional eyesight.
+ TaskComplete();
+ break;
+
+ case TASK_ROLLERMINE_UNBURROW:
+
+ {
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ SetMoveType( MOVETYPE_NOCLIP );
+ SetAbsVelocity( Vector( 0, 0, 256 ) );
+ Open();
+
+ trace_t tr;
+ AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
+
+ if ( tr.fraction < 1.0f )
+ {
+ UTIL_CreateAntlionDust( tr.endpos + Vector(0,0,24), GetLocalAngles() );
+ }
+ }
+
+ return;
+ break;
+
+ case TASK_ROLLERMINE_BURIED_WAIT:
+ if ( HasCondition( COND_SEE_ENEMY ) )
+ {
+ TaskComplete();
+ }
+ break;
+
+ case TASK_STOP_MOVING:
+
+ //Stop turning
+ m_RollerController.m_vecAngular = vec3_origin;
+
+ TaskComplete();
+ return;
+ break;
+
+ case TASK_WAIT_FOR_MOVEMENT:
+ {
+ // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done,
+ // so movement is already complete when entering this task.
+ TaskComplete();
+ }
+ break;
+
+ case TASK_WALK_PATH:
+ case TASK_RUN_PATH:
+ {
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if ( pPhysicsObject == NULL )
+ {
+ assert(0);
+ TaskFail("Roller lost internal physics object?");
+ return;
+ }
+
+ pPhysicsObject->Wake();
+ }
+ break;
+
+ case TASK_ROLLERMINE_CHARGE_ENEMY:
+ case TASK_ROLLERMINE_RETURN_TO_PLAYER:
+ {
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if ( pPhysicsObject == NULL )
+ {
+ assert(0);
+ TaskFail("Roller lost internal physics object?");
+ return;
+ }
+
+ pPhysicsObject->Wake();
+
+ m_flChargeTime = gpGlobals->curtime;
+ }
+
+ break;
+
+ case TASK_ROLLERMINE_GET_PATH_TO_FLEE:
+ {
+ // Find the nearest thing we're afraid of, and move away from it.
+ float flNearest = ROLLERMINE_FEAR_DISTANCE;
+ EHANDLE hNearestEnemy = NULL;
+ AIEnemiesIter_t iter;
+ for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
+ {
+ CBaseEntity *pEnemy = pEMemory->hEnemy;
+ if ( !pEnemy || !pEnemy->IsAlive() )
+ continue;
+ if ( IRelationType( pEnemy ) != D_FR )
+ continue;
+
+ float flDist = (WorldSpaceCenter() - pEnemy->WorldSpaceCenter()).LengthSqr();
+ if ( flDist < flNearest )
+ {
+ flNearest = flDist;
+ hNearestEnemy = pEnemy;
+ }
+ }
+
+ if ( !hNearestEnemy )
+ {
+ TaskFail("Couldn't find nearest feared object.");
+ break;
+ }
+
+ GetMotor()->SetIdealYawToTarget( hNearestEnemy->WorldSpaceCenter() );
+ ChainStartTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
+ }
+ break;
+
+ case TASK_ROLLERMINE_NUDGE_TOWARDS_NODES:
+ {
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if( pPhysicsObject )
+ {
+ // Try a few times to find a direction to shove ourself
+ for( int i = 0 ; i < 4 ; i++ )
+ {
+ int x,y;
+
+ x = random->RandomInt( -1, 1 );
+ y = random->RandomInt( -1, 1 );
+
+ Vector vecNudge(x, y, 0.0f);
+
+ trace_t tr;
+
+ // Try to move in a direction with a couple of feet of clearance.
+ UTIL_TraceLine( WorldSpaceCenter(), WorldSpaceCenter() + vecNudge * 24.0f, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ if( tr.fraction == 1.0 )
+ {
+ vecNudge *= (pPhysicsObject->GetMass() * 75.0f);
+ vecNudge += Vector(0,0,pPhysicsObject->GetMass() * 75.0f);
+ pPhysicsObject->ApplyForceCenter( vecNudge );
+ break;
+ }
+ }
+ }
+
+ TaskComplete();
+ }
+ break;
+
+ case TASK_ROLLERMINE_POWERDOWN:
+ break;
+
+ default:
+ BaseClass::StartTask( pTask );
+ break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::RunTask( const Task_t *pTask )
+{
+ switch( pTask->iTask )
+ {
+ case TASK_ROLLERMINE_UNBURROW:
+ {
+ Vector vCenter = WorldSpaceCenter();
+
+ // Robin: HACK: Bloat the rollermine check to catch the model switch (roller.mdl->roller_spikes.mdl)
+ trace_t tr;
+ AI_TraceHull( vCenter, vCenter, Vector(-16,-16,-16), Vector(16,16,16), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
+
+ if ( tr.fraction == 1 && tr.allsolid != 1 && (tr.startsolid != 1) )
+ {
+ if ( BecomePhysical() )
+ {
+ Hop( 256 );
+ m_bBuried = false;
+ TaskComplete();
+ SetIdealState( NPC_STATE_ALERT );
+ }
+ }
+ }
+
+ return;
+ break;
+
+ case TASK_ROLLERMINE_BURIED_WAIT:
+ if ( HasCondition( COND_SEE_ENEMY ) || HasCondition( COND_LIGHT_DAMAGE ) )
+ {
+ TaskComplete();
+ }
+ break;
+
+ case TASK_ROLLERMINE_GET_PATH_TO_FLEE:
+ {
+ ChainRunTask( TASK_MOVE_AWAY_PATH, pTask->flTaskData );
+ }
+ break;
+
+ case TASK_WAIT_FOR_MOVEMENT:
+ {
+ // TASK_RUN_PATH and TASK_WALK_PATH work different on the rollermine and run until movement is done,
+ // so movement is already complete when entering this task.
+ TaskComplete();
+ }
+ break;
+
+ case TASK_RUN_PATH:
+ case TASK_WALK_PATH:
+
+ if ( m_bHeld || m_hVehicleStuckTo )
+ {
+ TaskFail( "Player interrupted by grabbing" );
+ break;
+ }
+
+ // If we were fleeing, but we've lost sight of the thing scaring us, stop
+ if ( IsCurSchedule(SCHED_ROLLERMINE_FLEE) && !HasCondition( COND_SEE_FEAR ) )
+ {
+ TaskComplete();
+ break;
+ }
+
+ if ( !GetNavigator()->IsGoalActive() )
+ {
+ TaskComplete();
+ return;
+ }
+
+ // Start turning early
+ if( (GetLocalOrigin() - GetNavigator()->GetCurWaypointPos() ).Length() <= 64 )
+ {
+ if( GetNavigator()->CurWaypointIsGoal() )
+ {
+ // Hit the brakes a bit.
+ float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
+ Vector vecRight;
+ AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
+
+ m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, -m_flForwardSpeed * 5 );
+
+ TaskComplete();
+ return;
+ }
+
+ GetNavigator()->AdvancePath();
+ }
+
+ {
+ float yaw = UTIL_VecToYaw( GetNavigator()->GetCurWaypointPos() - GetLocalOrigin() );
+
+ Vector vecRight;
+ Vector vecToPath; // points at the path
+ AngleVectors( QAngle( 0, yaw, 0 ), &vecToPath, &vecRight, NULL );
+
+ // figure out if the roller is turning. If so, cut the throttle a little.
+ float flDot;
+ Vector vecVelocity;
+
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if ( pPhysicsObject == NULL )
+ {
+ assert(0);
+ TaskFail("Roller lost internal physics object?");
+ return;
+ }
+
+ pPhysicsObject->GetVelocity( &vecVelocity, NULL );
+
+ VectorNormalize( vecVelocity );
+
+ vecVelocity.z = 0;
+
+ flDot = DotProduct( vecVelocity, vecToPath );
+
+ m_RollerController.m_vecAngular = vec3_origin;
+
+ if( flDot > 0.25 && flDot < 0.7 )
+ {
+ // Feed a little torque backwards into the axis perpendicular to the velocity.
+ // This will help get rid of momentum that would otherwise make us overshoot our goal.
+ Vector vecCompensate;
+
+ vecCompensate.x = vecVelocity.y;
+ vecCompensate.y = -vecVelocity.x;
+ vecCompensate.z = 0;
+
+ m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
+ }
+
+ if( m_bHackedByAlyx )
+ {
+ // Move faster.
+ m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * 2.0f );
+ }
+ else
+ {
+ m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed );
+ }
+ }
+ break;
+
+ case TASK_ROLLERMINE_CHARGE_ENEMY:
+ {
+ if ( !GetEnemy() )
+ {
+ TaskFail( FAIL_NO_ENEMY );
+ break;
+ }
+
+ if ( m_bHeld || m_hVehicleStuckTo )
+ {
+ TaskComplete();
+ break;
+ }
+
+ CBaseEntity *pEnemy = GetEnemy();
+ Vector vecTargetPosition = pEnemy->GetAbsOrigin();
+
+ // If we're chasing a vehicle, try and get ahead of it
+ if ( EnemyInVehicle() )
+ {
+ CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer();
+ float flT;
+
+ // Project it's velocity and find our closest point on that line. Do it all in 2d space.
+ Vector vecVehicleVelocity = pCCEnemy->GetVehicleEntity()->GetSmoothedVelocity();
+ Vector vecProjected = vecTargetPosition + (vecVehicleVelocity * 1.0);
+ Vector2D vecProjected2D( vecProjected.x, vecProjected.y );
+ Vector2D vecTargetPosition2D( vecTargetPosition.x, vecTargetPosition.y );
+ Vector2D vecOrigin2D( GetAbsOrigin().x, GetAbsOrigin().y );
+ Vector2D vecIntercept2D;
+
+ CalcClosestPointOnLine2D( vecOrigin2D, vecTargetPosition2D, vecProjected2D, vecIntercept2D, &flT );
+ Vector vecIntercept( vecIntercept2D.x, vecIntercept2D.y, GetAbsOrigin().z );
+
+ //NDebugOverlay::Line( vecTargetPosition, vecProjected, 0,255,0, true, 0.1 );
+
+ // If we're ahead of the line somewhere, try to intercept
+ if ( flT > 0 )
+ {
+ // If it's beyond the end of the intercept line, just move towards the end of the line
+ if ( flT > 1 )
+ {
+ vecIntercept.x = vecProjected.x;
+ vecIntercept.y = vecProjected.y;
+ }
+
+ // If we're closer to the intercept point than to the vehicle, move towards the intercept
+ if ( (GetAbsOrigin() - vecTargetPosition).LengthSqr() > (GetAbsOrigin() - vecIntercept).LengthSqr() )
+ {
+ //NDebugOverlay::Box( vecIntercept, -Vector(20,20,20), Vector(20,20,20), 255,0,0, 0.1, 0.1 );
+
+ // Only use this position if it's clear
+ if ( enginetrace->GetPointContents( vecIntercept ) != CONTENTS_SOLID )
+ {
+ vecTargetPosition = vecIntercept;
+ }
+ }
+ }
+
+ //NDebugOverlay::Box( vecTargetPosition, -Vector(20,20,20), Vector(20,20,20), 255,255,255, 0.1, 0.1 );
+ }
+
+ float flTorqueFactor;
+ Vector vecToTarget = vecTargetPosition - GetLocalOrigin();
+ float yaw = UTIL_VecToYaw( vecToTarget );
+ Vector vecRight;
+
+ AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
+
+ //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()), 0,255,0, true, 0.1 );
+
+ float flDot;
+
+ // Figure out whether to continue the charge.
+ // (Have I overrun the target?)
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+
+ if ( pPhysicsObject == NULL )
+ {
+// Assert(0);
+ TaskFail("Roller lost internal physics object?");
+ return;
+ }
+
+ Vector vecVelocity;
+ pPhysicsObject->GetVelocity( &vecVelocity, NULL );
+ VectorNormalize( vecVelocity );
+
+ VectorNormalize( vecToTarget );
+
+ flDot = DotProduct( vecVelocity, vecToTarget );
+
+ // more torque the longer the roller has been going.
+ flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2;
+
+ float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR;
+
+ // Friendly rollermines go a little slower
+ if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) )
+ {
+ flMaxTorque *= 0.75;
+ }
+
+ if( flTorqueFactor < 1 )
+ {
+ flTorqueFactor = 1;
+ }
+ else if( flTorqueFactor > flMaxTorque)
+ {
+ flTorqueFactor = flMaxTorque;
+ }
+
+ Vector vecCompensate;
+
+ vecCompensate.x = vecVelocity.y;
+ vecCompensate.y = -vecVelocity.x;
+ vecCompensate.z = 0;
+ VectorNormalize( vecCompensate );
+
+ m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
+ m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor );
+
+ // Taunt when I get closer
+ if( !(m_iSoundEventFlags & ROLLERMINE_SE_TAUNT) && UTIL_DistApprox( GetLocalOrigin(), vecTargetPosition ) <= 400 )
+ {
+ m_iSoundEventFlags |= ROLLERMINE_SE_TAUNT; // Don't repeat.
+
+ EmitSound( "NPC_RollerMine.Taunt" );
+ }
+
+ // Jump earlier when chasing a vehicle
+ float flThreshold = ROLLERMINE_OPEN_THRESHOLD;
+ if ( EnemyInVehicle() )
+ {
+ flThreshold = ROLLERMINE_VEHICLE_OPEN_THRESHOLD;
+ }
+
+ // Open the spikes if i'm close enough to cut the enemy!!
+ if( ( m_bIsOpen == false ) && ( ( UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) <= flThreshold ) || !IsActive() ) )
+ {
+ Open();
+ }
+ else if ( m_bIsOpen )
+ {
+ float flDistance = UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() );
+ if ( flDistance >= flThreshold )
+ {
+ // Otherwise close them if the enemy is getting away!
+ Close();
+ }
+ else if ( EnemyInVehicle() && flDistance < ROLLERMINE_VEHICLE_HOP_THRESHOLD )
+ {
+ // Keep trying to hop when we're ramming a vehicle, so we're visible to the player
+ if ( vecVelocity.x != 0 && vecVelocity.y != 0 && flTorqueFactor > 3 && flDot > 0.0 )
+ {
+ Hop( 300 );
+ }
+ }
+ }
+
+ // If we drive past, close the blades and make a new plan.
+ if ( !EnemyInVehicle() )
+ {
+ if( vecVelocity.x != 0 && vecVelocity.y != 0 )
+ {
+ if( gpGlobals->curtime - m_flChargeTime > 1.0 && flTorqueFactor > 1 && flDot < 0.0 )
+ {
+ if( m_bIsOpen )
+ {
+ Close();
+ }
+
+ TaskComplete();
+ }
+ }
+ }
+ }
+ break;
+
+ case TASK_ROLLERMINE_RETURN_TO_PLAYER:
+ {
+ if ( ConditionsGathered() && !HasCondition(COND_SEE_PLAYER) )
+ {
+ TaskFail( FAIL_NO_PLAYER );
+ return;
+ }
+
+ CBaseEntity *pPlayer = gEntList.FindEntityByName( NULL, "!player" );
+ if ( !pPlayer || m_bHeld || m_hVehicleStuckTo )
+ {
+ TaskFail( FAIL_NO_TARGET );
+ return;
+ }
+
+ Vector vecTargetPosition = pPlayer->GetAbsOrigin();
+ float flTorqueFactor;
+ Vector vecToTarget = vecTargetPosition - GetLocalOrigin();
+ float yaw = UTIL_VecToYaw( vecToTarget );
+ Vector vecRight;
+
+ AngleVectors( QAngle( 0, yaw, 0 ), NULL, &vecRight, NULL );
+
+ float flDot;
+
+ IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
+ if ( pPhysicsObject == NULL )
+ {
+ TaskFail("Roller lost internal physics object?");
+ return;
+ }
+
+ Vector vecVelocity;
+ pPhysicsObject->GetVelocity( &vecVelocity, NULL );
+ VectorNormalize( vecVelocity );
+ VectorNormalize( vecToTarget );
+
+ flDot = DotProduct( vecVelocity, vecToTarget );
+
+ // more torque the longer the roller has been going.
+ flTorqueFactor = 1 + (gpGlobals->curtime - m_flChargeTime) * 2;
+
+ float flMaxTorque = ROLLERMINE_MAX_TORQUE_FACTOR * 0.75;
+ if( flTorqueFactor < 1 )
+ {
+ flTorqueFactor = 1;
+ }
+ else if( flTorqueFactor > flMaxTorque)
+ {
+ flTorqueFactor = flMaxTorque;
+ }
+
+ Vector vecCompensate;
+
+ vecCompensate.x = vecVelocity.y;
+ vecCompensate.y = -vecVelocity.x;
+ vecCompensate.z = 0;
+ VectorNormalize( vecCompensate );
+
+ m_RollerController.m_vecAngular = WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecCompensate, m_flForwardSpeed * -0.75 );
+ m_RollerController.m_vecAngular += WorldToLocalRotation( SetupMatrixAngles(GetLocalAngles()), vecRight, m_flForwardSpeed * flTorqueFactor );
+
+ // Once we're near the player, slow & stop
+ if ( GetAbsOrigin().DistToSqr( vecTargetPosition ) < (ROLLERMINE_RETURN_TO_PLAYER_DIST*2.0) )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_ROLLERMINE_POWERDOWN:
+ {
+ if ( m_flPowerDownTime <= gpGlobals->curtime )
+ {
+ m_flNextHop = gpGlobals->curtime;
+ m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.3, 0.9 );
+ EmitSound( "NPC_RollerMine.Hurt" );
+
+ CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.5f, this );
+
+ if ( m_bIsOpen == false )
+ {
+ Open();
+ }
+ else
+ {
+ Close();
+ }
+ }
+
+ if ( m_flPowerDownDetonateTime <= gpGlobals->curtime )
+ {
+ SetThink( &CNPC_RollerMine::PreDetonate );
+ SetNextThink( gpGlobals->curtime + 0.5f );
+ }
+
+ // No TaskComplete() here, because the task will never complete. The rollermine will explode.
+ }
+ break;
+
+ default:
+ BaseClass::RunTask( pTask );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Open( void )
+{
+ // Friendly rollers cannot open
+ if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) )
+ return;
+
+ if ( m_bIsOpen == false )
+ {
+ SetModel( "models/roller_spikes.mdl" );
+ SetRollerSkin();
+
+ EmitSound( "NPC_RollerMine.OpenSpikes" );
+
+ SetTouch( &CNPC_RollerMine::ShockTouch );
+ m_bIsOpen = true;
+
+ // Don't hop if we're constrained
+ if ( !m_pConstraint )
+ {
+ if ( EnemyInVehicle() )
+ {
+ Hop( 256 );
+ }
+ else if ( !GetEnemy() || GetEnemy()->Classify() != CLASS_BULLSEYE ) // Don't hop when attacking bullseyes
+ {
+ Hop( 128 );
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::SetRollerSkin( void )
+{
+ if ( m_bPowerDown == true )
+ {
+ m_nSkin = (int)ROLLER_SKIN_DETONATE;
+ }
+ else if ( m_bHackedByAlyx == true )
+ {
+ m_nSkin = (int)ROLLER_SKIN_FRIENDLY;
+ }
+ else
+ {
+ m_nSkin = (int)ROLLER_SKIN_REGULAR;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Close( void )
+{
+ // Not allowed to close while primed, because we're going to detonate on touch
+ if ( m_bIsPrimed )
+ return;
+
+ if ( m_bIsOpen && !IsShocking() )
+ {
+ SetModel( "models/roller.mdl" );
+
+ SetRollerSkin();
+
+ SetTouch( NULL );
+ m_bIsOpen = false;
+
+ m_iSoundEventFlags = ROLLERMINE_SE_CLEAR;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::SpikeTouch( CBaseEntity *pOther )
+{
+ /*
+ if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
+ return;
+
+ if ( m_bHeld )
+ return;
+
+ if ( pOther->IsPlayer() )
+ return;
+
+ if ( pOther->m_takedamage != DAMAGE_YES )
+ return;
+
+ // If we just hit a breakable glass object, don't explode. We want to blow through it.
+ CBreakable *pBreakable = dynamic_cast<CBreakable*>(pOther);
+ if ( pBreakable && pBreakable->GetMaterialType() == matGlass )
+ return;
+
+ Explode();
+ EmitSound( "NPC_RollerMine.Warn" );
+ */
+
+ //FIXME: Either explode within certain rules, never explode, or just shock the hit victim
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::CloseTouch( CBaseEntity *pOther )
+{
+ if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
+ return;
+
+ if ( IsShocking() )
+ return;
+
+ bool bOtherIsDead = ( pOther->MyNPCPointer() && !pOther->MyNPCPointer()->IsAlive() );
+ bool bOtherIsNotarget = ( ( pOther->GetFlags() & FL_NOTARGET ) != 0 );
+
+ if ( !bOtherIsDead && !bOtherIsNotarget )
+ {
+ Disposition_t disp = IRelationType(pOther);
+
+ if ( (disp == D_HT || disp == D_FR) )
+ {
+ ShockTouch( pOther );
+ return;
+ }
+ }
+
+ Close();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::EmbedTouch( CBaseEntity *pOther )
+{
+ if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
+ return;
+
+ m_bEmbedOnGroundImpact = false;
+
+ // Did we hit the world?
+ if ( pOther->entindex() == 0 )
+ {
+ m_bBuried = true;
+ trace_t tr;
+ Bury( &tr );
+
+ // Destroy out physics object and become static
+ VPhysicsDestroyObject();
+ CreateVPhysics();
+
+ // Drop a decal on the ground where we impacted
+ UTIL_DecalTrace( &tr, "Rollermine.Crater" );
+
+ // Make some dust
+ UTIL_CreateAntlionDust( tr.endpos, GetLocalAngles() );
+ }
+
+ // Don't try and embed again
+ SetTouch( NULL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::IsPlayerVehicle( CBaseEntity *pEntity )
+{
+ IServerVehicle *pVehicle = pEntity->GetServerVehicle();
+ if ( pVehicle )
+ {
+ CBasePlayer *pPlayer = ToBasePlayer( pVehicle->GetPassenger() );
+ if ( pPlayer != NULL )
+ {
+ Disposition_t disp = IRelationType(pPlayer);
+
+ if ( disp == D_HT || disp == D_FR )
+ return true;
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pVictim -
+// Output : float
+//-----------------------------------------------------------------------------
+float CNPC_RollerMine::GetAttackDamageScale( CBaseEntity *pVictim )
+{
+ // If we're friendly, don't damage players or player-friendly NPCs, even with collisions
+ if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) )
+ {
+ if ( pVictim->IsPlayer() )
+ return 0;
+
+ if ( pVictim->MyNPCPointer() )
+ {
+ // If we don't hate the player, we're immune
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
+ if ( pPlayer && pVictim->MyNPCPointer()->IRelationType( pPlayer ) != D_HT )
+ return 0.0;
+ }
+ }
+
+ return BaseClass::GetAttackDamageScale( pVictim );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::ShockTarget( CBaseEntity *pOther )
+{
+ CBeam *pBeam;
+
+ if( m_bHackedByAlyx )
+ {
+ pBeam = CBeam::BeamCreate( "sprites/rollermine_shock_yellow.vmt", 4 );
+ }
+ else
+ {
+ pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 );
+ }
+
+ int startAttach = -1;
+
+ CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther);
+
+ if ( pBeam != NULL )
+ {
+ pBeam->EntsInit( pOther, this );
+
+ if ( pAnimating && pAnimating->GetModel() )
+ {
+ startAttach = pAnimating->LookupAttachment("beam_damage" );
+ pBeam->SetStartAttachment( startAttach );
+ }
+
+ // Change this up a little for first person hits
+ if ( pOther->IsPlayer() )
+ {
+ pBeam->SetEndWidth( 8 );
+ pBeam->SetNoise( 4 );
+ pBeam->LiveForTime( 0.2f );
+ }
+ else
+ {
+ pBeam->SetEndWidth( 16 );
+ pBeam->SetNoise( 16 );
+ pBeam->LiveForTime( 0.5f );
+ }
+
+ pBeam->SetEndAttachment( 1 );
+ pBeam->SetWidth( 1 );
+ pBeam->SetBrightness( 255 );
+ pBeam->SetColor( 255, 255, 255 );
+ pBeam->RelinkBeam();
+ }
+
+ Vector shockPos = pOther->WorldSpaceCenter();
+
+ if ( startAttach > 0 && pAnimating )
+ {
+ pAnimating->GetAttachment( startAttach, shockPos );
+ }
+
+ Vector shockDir = ( GetAbsOrigin() - shockPos );
+ VectorNormalize( shockDir );
+
+ CPVSFilter filter( shockPos );
+ te->GaussExplosion( filter, 0.0f, shockPos, shockDir, 0 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::NotifyInteraction( CAI_BaseNPC *pUser )
+{
+ // For now, turn green so we can tell who is hacked.
+ m_bHackedByAlyx = true;
+ SetRollerSkin();
+ GetEnemies()->SetFreeKnowledgeDuration( 30.0f );
+
+ // Play the hax0red sound
+ EmitSound( "NPC_RollerMine.Reprogram" );
+
+ // Force the rollermine open here. At very least, this ensures that the
+ // correct, smaller bounding box is recomputed around it.
+ Open();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::ShockTouch( CBaseEntity *pOther )
+{
+ if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) )
+ return;
+
+ if ( m_bHeld || m_hVehicleStuckTo || gpGlobals->curtime < m_flShockTime )
+ return;
+
+ // error?
+ Assert( !m_bIsPrimed );
+
+ Disposition_t disp = IRelationType(pOther);
+
+ // Ignore anyone that I'm friendly or neutral to.
+ if( disp != D_HT && disp != D_FR)
+ return;
+
+ IPhysicsObject *pPhysics = VPhysicsGetObject();
+
+ // Calculate a collision force
+ Vector impulse = WorldSpaceCenter() - pOther->WorldSpaceCenter();
+ impulse.z = 0;
+ VectorNormalize( impulse );
+ impulse.z = 0.75;
+ VectorNormalize( impulse );
+ impulse *= 600;
+
+ // Stun the roller
+ m_flActiveTime = gpGlobals->curtime + GetStunDelay();
+
+ // If we're a 'friendly' rollermine, just push the player a bit
+ if ( HasSpawnFlags( SF_ROLLERMINE_FRIENDLY ) )
+ {
+ if ( pOther->IsPlayer() )
+ {
+ Vector vecForce = -impulse * 0.5;
+ pOther->ApplyAbsVelocityImpulse( vecForce );
+ }
+ return;
+ }
+
+ // jump up at a 30 degree angle away from the guy we hit
+ SetTouch( &CNPC_RollerMine::CloseTouch );
+ Vector vel;
+ pPhysics->SetVelocity( &impulse, NULL );
+ EmitSound( "NPC_RollerMine.Shock" );
+ // Do a shock effect
+ ShockTarget( pOther );
+
+ m_flShockTime = gpGlobals->curtime + 1.25;
+
+ // Calculate physics force
+ Vector out;
+ pOther->CollisionProp()->CalcNearestPoint( WorldSpaceCenter(), &out );
+
+ Vector vecForce = ( -impulse * pPhysics->GetMass() * 10 );
+ CTakeDamageInfo info( this, this, vecForce, out, sk_rollermine_shock.GetFloat(), DMG_SHOCK );
+
+ if( FClassnameIs( pOther, "npc_combine_s" ) )
+ {
+ if( pOther->GetHealth() <= (pOther->GetMaxHealth() / 2) )
+ {
+ // Instant special death for a combine soldier who has less than half health.
+ Vector vecDamageForce = pOther->WorldSpaceCenter() - WorldSpaceCenter();
+ VectorNormalize( vecDamageForce );
+
+ IPhysicsObject *pPhysics = pOther->VPhysicsGetObject();
+
+ if( pPhysics )
+ {
+ vecDamageForce *= (pPhysics->GetMass() * 200.0f);
+
+ // Slam Z component with some good, reliable upwards velocity.
+ vecDamageForce.z = pPhysics->GetMass() * 200.0f;
+ }
+
+ pOther->MyCombatCharacterPointer()->BecomeRagdollBoogie( this, vecDamageForce, 5.0f, SF_RAGDOLL_BOOGIE_ELECTRICAL );
+ return;
+ }
+ else
+ {
+ info.SetDamage( pOther->GetMaxHealth()/2 );
+ }
+ }
+
+ pOther->TakeDamage( info );
+
+ // Knock players back a bit
+ if ( pOther->IsPlayer() )
+ {
+ vecForce = -impulse;
+ pOther->ApplyAbsVelocityImpulse( vecForce );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ // Make sure we don't keep hitting the same entity
+ int otherIndex = !index;
+ CBaseEntity *pOther = pEvent->pEntities[otherIndex];
+ if ( pEvent->deltaCollisionTime < 0.5 && (pOther == this) )
+ return;
+
+ BaseClass::VPhysicsCollision( index, pEvent );
+
+ // If we've just hit a vehicle, we want to stick to it
+ if ( m_bHeld || m_hVehicleStuckTo || !IsPlayerVehicle( pOther ) )
+ {
+ // Are we supposed to be embedding ourselves?
+ if ( m_bEmbedOnGroundImpact )
+ {
+ // clear the flag so we don't queue more than once
+ m_bEmbedOnGroundImpact = false;
+ // call this when physics is done
+ g_PostSimulationQueue.QueueCall( this, &CNPC_RollerMine::EmbedTouch, pOther );
+ }
+ return;
+ }
+
+ StickToVehicle( pOther );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::StickToVehicle( CBaseEntity *pOther )
+{
+ IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
+ if ( !pOtherPhysics )
+ return;
+
+ // Don't stick to the wheels
+ if ( pOtherPhysics->GetCallbackFlags() & CALLBACK_IS_VEHICLE_WHEEL )
+ return;
+
+ // Destroy our constraint. This can happen if we had our constraint broken
+ // and we still haven't cleaned up our constraint.
+ UnstickFromVehicle();
+
+ // We've hit the vehicle that the player's in.
+ // Stick to it and slow it down.
+ m_hVehicleStuckTo = pOther;
+
+ IPhysicsObject *pPhysics = VPhysicsGetObject();
+
+ // Constrain us to the vehicle
+ constraint_fixedparams_t fixed;
+ fixed.Defaults();
+ fixed.InitWithCurrentObjectState( pOtherPhysics, pPhysics );
+ fixed.constraint.Defaults();
+ fixed.constraint.forceLimit = ImpulseScale( pPhysics->GetMass(), 200 );
+ fixed.constraint.torqueLimit = ImpulseScale( pPhysics->GetMass(), 800 );
+ m_pConstraint = physenv->CreateFixedConstraint( pOtherPhysics, pPhysics, NULL, fixed );
+ m_pConstraint->SetGameData( (void *)this );
+
+ // Kick the vehicle so the player knows we've arrived
+ Vector impulse = pOther->GetAbsOrigin() - GetAbsOrigin();
+ VectorNormalize( impulse );
+ impulse.z = -0.75;
+ VectorNormalize( impulse );
+ impulse *= 600;
+ Vector vecForce = impulse * pPhysics->GetMass() * 10;
+ pOtherPhysics->ApplyForceOffset( vecForce, GetAbsOrigin() );
+
+ // Get the velocity at the point we're sticking to
+ Vector vecVelocity;
+ pOtherPhysics->GetVelocityAtPoint( GetAbsOrigin(), &vecVelocity );
+ AngularImpulse angNone( 0.0f, 0.0f, 0.0f );
+ pPhysics->SetVelocity( &vecVelocity, &angNone );
+
+ // Make sure we're spiky
+ Open();
+
+ AnnounceArrivalToOthers( pOther );
+
+ // Also, jolt the vehicle sometime in the future
+ g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::CountRollersOnMyVehicle( CUtlVector<CNPC_RollerMine*> *pRollerList )
+{
+ CBaseEntity *entityList[64];
+ Vector range(256,256,256);
+ pRollerList->AddToTail( this );
+ int boxCount = UTIL_EntitiesInBox( entityList, ARRAYSIZE(entityList), GetAbsOrigin()-range, GetAbsOrigin()+range, FL_NPC );
+ for ( int i = 0; i < boxCount; i++ )
+ {
+ CAI_BaseNPC *pNPC = entityList[i]->MyNPCPointer();
+ if ( pNPC && pNPC->m_iClassname == m_iClassname && pNPC != this )
+ {
+ // Found another rollermine
+ CNPC_RollerMine *pMine = dynamic_cast<CNPC_RollerMine*>(pNPC);
+ Assert( pMine );
+
+ // Is he stuck to the same vehicle?
+ if ( pMine->GetVehicleStuckTo() == GetVehicleStuckTo() )
+ {
+ pRollerList->AddToTail( pMine );
+ }
+ }
+ }
+
+ return pRollerList->Count();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Tell other rollermines on the vehicle that I've just arrived
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::AnnounceArrivalToOthers( CBaseEntity *pOther )
+{
+ // Now talk to any other rollermines stuck to the same vehicle
+ CUtlVector<CNPC_RollerMine*> aRollersOnVehicle;
+ int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle );
+
+ // Stop all rollers on the vehicle falling off due to the force of the arriving one
+ for ( int i = 0; i < iRollers; i++ )
+ {
+ aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 );
+ }
+
+ // See if we've got enough rollers on the vehicle to start being mean
+ /*
+ if ( iRollers >= ROLLERMINE_REQUIRED_TO_EXPLODE_VEHICLE )
+ {
+ // Alert the others
+ EmitSound( "NPC_RollerMine.ExplodeChirp" );
+
+ // Tell everyone to explode shortly
+ for ( int i = 0; i < iRollers; i++ )
+ {
+ variant_t emptyVariant;
+ g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToExplodeChirp", RandomFloat(2,5), NULL, NULL );
+ }
+ }
+ else
+ {
+ */
+ // If there's other rollers on the vehicle, talk to them
+ if ( iRollers > 1 )
+ {
+ // Chirp to the others
+ EmitSound( "NPC_RollerMine.Chirp" );
+
+ // Tell the others to respond (skip first slot, because that's me)
+ for ( int i = 1; i < iRollers; i++ )
+ {
+ variant_t emptyVariant;
+ g_EventQueue.AddEvent( aRollersOnVehicle[i], "RespondToChirp", RandomFloat(2,3), NULL, NULL );
+ }
+ }
+// }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Physics system has just told us our constraint has been broken
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputConstraintBroken( inputdata_t &inputdata )
+{
+ // Prevent rollermines being dislodged right as they stick
+ if ( m_flPreventUnstickUntil > gpGlobals->curtime )
+ return;
+
+ // We can't delete it here safely
+ UnstickFromVehicle();
+ Close();
+
+ // dazed
+ m_RollerController.m_vecAngular.Init();
+ m_flActiveTime = gpGlobals->curtime + GetStunDelay();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Respond to another rollermine that's chirped at us
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputRespondToChirp( inputdata_t &inputdata )
+{
+ EmitSound( "NPC_RollerMine.ChirpRespond" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Respond to another rollermine's signal to detonate
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputRespondToExplodeChirp( inputdata_t &inputdata )
+{
+ EmitSound( "NPC_RollerMine.ExplodeChirpRespond" );
+
+ Explode();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Apply a physics force to the vehicle we're in
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputJoltVehicle( inputdata_t &inputdata )
+{
+ Assert( GetVehicleStuckTo() );
+
+ // First, tell all rollers on the vehicle not to fall off
+ CUtlVector<CNPC_RollerMine*> aRollersOnVehicle;
+ int iRollers = CountRollersOnMyVehicle( &aRollersOnVehicle );
+ for ( int i = 0; i < iRollers; i++ )
+ {
+ aRollersOnVehicle[i]->PreventUnstickUntil( gpGlobals->curtime + 1 );
+ }
+
+ // Now smack the vehicle
+ Vector impulse = GetVehicleStuckTo()->GetAbsOrigin() - GetAbsOrigin();
+ VectorNormalize( impulse );
+ // Randomly apply a little vertical lift, to get the wheels off the ground
+ impulse.z = RandomFloat( 0.5, 1.0 );
+ VectorNormalize( impulse );
+ IPhysicsObject *pVehiclePhysics = GetVehicleStuckTo()->VPhysicsGetObject();
+ Vector vecForce = impulse * ImpulseScale( pVehiclePhysics->GetMass(), RandomFloat(150,250) );
+ pVehiclePhysics->ApplyForceOffset( vecForce, GetAbsOrigin() );
+
+ // Play sounds & effects
+ EmitSound( "NPC_RollerMine.JoltVehicle" );
+
+ // UNDONE: Good Zap effects
+ /*
+ CBeam *pBeam = CBeam::BeamCreate( "sprites/rollermine_shock.vmt", 4 );
+ if ( pBeam )
+ {
+ pBeam->EntsInit( GetVehicleStuckTo(), this );
+ CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>( GetVehicleStuckTo() );
+ if ( pAnimating )
+ {
+ int startAttach = pAnimating->LookupAttachment("beam_damage" );
+ pBeam->SetStartAttachment( startAttach );
+ }
+ pBeam->SetEndAttachment( 1 );
+ pBeam->SetWidth( 8 );
+ pBeam->SetEndWidth( 8 );
+ pBeam->SetBrightness( 255 );
+ pBeam->SetColor( 255, 255, 255 );
+ pBeam->LiveForTime( 0.5f );
+ pBeam->RelinkBeam();
+ pBeam->SetNoise( 30 );
+ }
+ */
+
+ ShockTarget( GetVehicleStuckTo() );
+
+ // Jolt again soon
+ g_EventQueue.AddEvent( this, "JoltVehicle", RandomFloat(3,6), NULL, NULL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputTurnOn( inputdata_t &inputdata )
+{
+ m_RollerController.On();
+ m_bTurnedOn = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputTurnOff( inputdata_t &inputdata )
+{
+ m_RollerController.Off();
+ m_bTurnedOn = false;
+ StopLoopingSounds();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::InputPowerdown( inputdata_t &inputdata )
+{
+ m_bPowerDown = true;
+ m_flPowerDownTime = gpGlobals->curtime + RandomFloat( 0.1, 0.5 );
+ m_flPowerDownDetonateTime = m_flPowerDownTime + RandomFloat( 1.5, 4.0 );
+
+ ClearSchedule( "Received power down input" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: If we were stuck to a vehicle, remove ourselves
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::UnstickFromVehicle( void )
+{
+ if ( m_pConstraint )
+ {
+ physenv->DestroyConstraint( m_pConstraint );
+ m_pConstraint = NULL;
+ }
+
+ // Cancel any pending jolt events
+ g_EventQueue.CancelEventOn( this, "JoltVehicle" );
+
+ m_hVehicleStuckTo = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseEntity *CNPC_RollerMine::GetVehicleStuckTo( void )
+{
+ if ( !m_pConstraint )
+ return NULL;
+
+ return m_hVehicleStuckTo;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPhysGunUser -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
+{
+ // Are we just being punted?
+ if ( reason == PUNTED_BY_CANNON )
+ {
+ // Be stunned
+ m_flActiveTime = gpGlobals->curtime + GetStunDelay();
+ return;
+ }
+
+ //Stop turning
+ m_RollerController.m_vecAngular = vec3_origin;
+
+ UnstickFromVehicle();
+
+ m_OnPhysGunPickup.FireOutput( pPhysGunUser, this );
+ m_bHeld = true;
+ m_RollerController.Off();
+ EmitSound( "NPC_RollerMine.Held" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPhysGunUser -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
+{
+ m_bHeld = false;
+ m_flActiveTime = gpGlobals->curtime + GetStunDelay();
+ m_RollerController.On();
+
+ // explode on contact if launched from the physgun
+ if ( Reason == LAUNCHED_BY_CANNON )
+ {
+ if ( m_bIsOpen )
+ {
+ //m_bIsPrimed = true;
+ SetTouch( &CNPC_RollerMine::SpikeTouch );
+ // enable world/prop touch too
+ VPhysicsGetObject()->SetCallbackFlags( VPhysicsGetObject()->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH|CALLBACK_GLOBAL_TOUCH_STATIC );
+ }
+ EmitSound( "NPC_RollerMine.Tossed" );
+ }
+
+ m_OnPhysGunDrop.FireOutput( pPhysGunUser, this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+// Output : float
+//-----------------------------------------------------------------------------
+int CNPC_RollerMine::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ if ( !(info.GetDamageType() & DMG_BURN) )
+ {
+ if ( GetMoveType() == MOVETYPE_VPHYSICS )
+ {
+ AngularImpulse angVel;
+ angVel.Random( -400.0f, 400.0f );
+ VPhysicsGetObject()->AddVelocity( NULL, &angVel );
+ m_RollerController.m_vecAngular *= 0.8f;
+
+ VPhysicsTakeDamage( info );
+ }
+ SetCondition( COND_LIGHT_DAMAGE );
+ }
+
+ if ( info.GetDamageType() & (DMG_BURN|DMG_BLAST) )
+ {
+ if ( info.GetAttacker() && info.GetAttacker()->m_iClassname != m_iClassname )
+ {
+ SetThink( &CNPC_RollerMine::PreDetonate );
+ SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.5f ) );
+ }
+ else
+ {
+ // dazed
+ m_RollerController.m_vecAngular.Init();
+ m_flActiveTime = gpGlobals->curtime + GetStunDelay();
+ Hop( 300 );
+ }
+ }
+
+ return 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Causes the roller to hop into the air
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Hop( float height )
+{
+ if ( m_flNextHop > gpGlobals->curtime )
+ return;
+
+ if ( GetMoveType() == MOVETYPE_VPHYSICS )
+ {
+ IPhysicsObject *pPhysObj = VPhysicsGetObject();
+ pPhysObj->ApplyForceCenter( Vector(0,0,1) * height * pPhysObj->GetMass() );
+
+ AngularImpulse angVel;
+ angVel.Random( -400.0f, 400.0f );
+ pPhysObj->AddVelocity( NULL, &angVel );
+
+ m_flNextHop = gpGlobals->curtime + ROLLERMINE_HOP_DELAY;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Makes warning noise before actual explosion occurs
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::PreDetonate( void )
+{
+ Hop( 300 );
+
+ SetTouch( NULL );
+ SetThink( &CNPC_RollerMine::Explode );
+ SetNextThink( gpGlobals->curtime + 0.5f );
+
+ EmitSound( "NPC_RollerMine.Hurt" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::Explode( void )
+{
+ m_takedamage = DAMAGE_NO;
+
+ //FIXME: Hack to make thrown mines more deadly and fun
+ float expDamage = m_bIsPrimed ? 100 : 25;
+
+ //If we've been hacked and we're blowing up cause we've been shut down then do moderate damage.
+ if ( m_bPowerDown == true )
+ {
+ expDamage = 50;
+ }
+
+ // Underwater explosion?
+ if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER )
+ {
+ CEffectData data;
+ data.m_vOrigin = WorldSpaceCenter();
+ data.m_flMagnitude = expDamage;
+ data.m_flScale = 128;
+ data.m_fFlags = ( SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE );
+ DispatchEffect( "WaterSurfaceExplosion", data );
+ }
+ else
+ {
+ ExplosionCreate( WorldSpaceCenter(), GetLocalAngles(), this, expDamage, 128, true );
+ }
+
+ CTakeDamageInfo info( this, this, 1, DMG_GENERIC );
+ Event_Killed( info );
+
+ // Remove myself a frame from now to avoid doing it in the middle of running AI
+ SetThink( &CNPC_RollerMine::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+}
+
+const float MAX_ROLLING_SPEED = 720;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CNPC_RollerMine::RollingSpeed()
+{
+ IPhysicsObject *pPhysics = VPhysicsGetObject();
+ if ( !m_hVehicleStuckTo && !m_bHeld && pPhysics && !pPhysics->IsAsleep() )
+ {
+ AngularImpulse angVel;
+ pPhysics->GetVelocity( NULL, &angVel );
+ float rollingSpeed = angVel.Length() - 90;
+ rollingSpeed = clamp( rollingSpeed, 1, MAX_ROLLING_SPEED );
+ rollingSpeed *= (1/MAX_ROLLING_SPEED);
+ return rollingSpeed;
+ }
+ return 0;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+float CNPC_RollerMine::GetStunDelay()
+{
+ if( m_bHackedByAlyx )
+ {
+ return 0.1f;
+ }
+ else
+ {
+ return sk_rollermine_stun_delay.GetFloat();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: We've been dropped by a dropship. Embed in the ground if we land on it.
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::EmbedOnGroundImpact()
+{
+ m_bEmbedOnGroundImpact = true;
+
+ SetTouch( &CNPC_RollerMine::EmbedTouch );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::PrescheduleThink()
+{
+ // Are we underwater?
+ if ( UTIL_PointContents( GetAbsOrigin() ) & MASK_WATER )
+ {
+ // As soon as we're far enough underwater, detonate
+ Vector vecAboveMe = GetAbsOrigin() + Vector(0,0,64);
+ if ( UTIL_PointContents( vecAboveMe ) & MASK_WATER )
+ {
+ Explode();
+ return;
+ }
+ }
+
+ UpdateRollingSound();
+ UpdatePingSound();
+ BaseClass::PrescheduleThink();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::UpdateRollingSound()
+{
+ if ( m_rollingSoundState == ROLL_SOUND_NOT_READY )
+ return;
+
+ rollingsoundstate_t soundState = ROLL_SOUND_OFF;
+ float rollingSpeed = RollingSpeed();
+ if ( rollingSpeed > 0 )
+ {
+ soundState = m_bIsOpen ? ROLL_SOUND_OPEN : ROLL_SOUND_CLOSED;
+ }
+
+
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ CSoundParameters params;
+ switch( soundState )
+ {
+ case ROLL_SOUND_CLOSED:
+ CBaseEntity::GetParametersForSound( "NPC_RollerMine.Roll", params, NULL );
+ break;
+ case ROLL_SOUND_OPEN:
+ CBaseEntity::GetParametersForSound( "NPC_RollerMine.RollWithSpikes", params, NULL );
+ break;
+
+ case ROLL_SOUND_OFF:
+ // no sound
+ break;
+ }
+
+ // start the new sound playing if necessary
+ if ( m_rollingSoundState != soundState )
+ {
+ StopRollingSound();
+
+ m_rollingSoundState = soundState;
+
+ if ( m_rollingSoundState == ROLL_SOUND_OFF )
+ return;
+
+ CPASAttenuationFilter filter( this );
+ m_pRollSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel );
+ controller.Play( m_pRollSound, params.volume, params.pitch );
+ m_rollingSoundState = soundState;
+ }
+
+ if ( m_pRollSound )
+ {
+ // for tuning
+ //DevMsg("SOUND: %s, VOL: %.1f\n", m_rollingSoundState == ROLL_SOUND_CLOSED ? "CLOSED" : "OPEN ", rollingSpeed );
+ controller.SoundChangePitch( m_pRollSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * rollingSpeed, 0.1 );
+ controller.SoundChangeVolume( m_pRollSound, params.volume * rollingSpeed, 0.1 );
+ }
+}
+
+
+void CNPC_RollerMine::StopRollingSound()
+{
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ controller.SoundDestroy( m_pRollSound );
+ m_pRollSound = NULL;
+}
+
+void CNPC_RollerMine::UpdatePingSound()
+{
+ float pingSpeed = 0;
+ if ( m_bIsOpen && !IsShocking() && !m_bHeld )
+ {
+ CBaseEntity *pEnemy = GetEnemy();
+ if ( pEnemy )
+ {
+ pingSpeed = EnemyDistance( pEnemy );
+ pingSpeed = clamp( pingSpeed, 1, ROLLERMINE_OPEN_THRESHOLD );
+ pingSpeed *= (1.0f/ROLLERMINE_OPEN_THRESHOLD);
+ }
+ }
+
+ if ( pingSpeed > 0 )
+ {
+ pingSpeed = 1-pingSpeed;
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ CSoundParameters params;
+ CBaseEntity::GetParametersForSound( "NPC_RollerMine.Ping", params, NULL );
+ if ( !m_pPingSound )
+ {
+ CPASAttenuationFilter filter( this );
+ m_pPingSound = controller.SoundCreate( filter, entindex(), params.channel, params.soundname, params.soundlevel );
+ controller.Play( m_pPingSound, params.volume, 101 );
+ }
+
+ controller.SoundChangePitch( m_pPingSound, params.pitchlow + (params.pitchhigh - params.pitchlow) * pingSpeed, 0.1 );
+ controller.SoundChangeVolume( m_pPingSound, params.volume, 0.1 );
+ //DevMsg("PING: %.1f\n", pingSpeed );
+
+ }
+ else
+ {
+ StopPingSound();
+ }
+}
+
+
+void CNPC_RollerMine::StopPingSound()
+{
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ controller.SoundDestroy( m_pPingSound );
+ m_pPingSound = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::StopLoopingSounds( void )
+{
+ StopRollingSound();
+ StopPingSound();
+ BaseClass::StopLoopingSounds();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pEnemy -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::IsValidEnemy( CBaseEntity *pEnemy )
+{
+ // If the enemy's over the vehicle detection range, and it's not a player in a vehicle, ignore it
+ if ( pEnemy )
+ {
+ float flDistance = GetAbsOrigin().DistTo( pEnemy->GetAbsOrigin() );
+ if ( flDistance >= m_flSeeVehiclesOnlyBeyond )
+ {
+ // Handle vehicles
+ CBaseCombatCharacter *pCCEnemy = pEnemy->MyCombatCharacterPointer();
+ if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
+ {
+ // If we're buried, we only care when they're heading directly towards us
+ if ( m_bBuried )
+ return ( VehicleHeading( pCCEnemy->GetVehicle()->GetVehicleEnt() ) > DOT_20DEGREE );
+
+ // If we're not buried, chase him as long as he's not heading away from us
+ return ( VehicleHeading( pCCEnemy->GetVehicleEntity() ) > 0 );
+ }
+
+ return false;
+ }
+
+ // Never pick something I fear
+ if ( IRelationType( pEnemy ) == D_FR )
+ return false;
+
+ // Don't attack flying things.
+ if ( pEnemy->GetMoveType() == MOVETYPE_FLY )
+ return false;
+ }
+
+ return BaseClass::IsValidEnemy( pEnemy );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CNPC_RollerMine::EnemyInVehicle( void )
+{
+ // Clearly the enemy is not...
+ if ( GetEnemy() == NULL )
+ return false;
+
+ // If the target is in a vehicle, let the convar choose
+ CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
+ if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
+ return ( sk_rollermine_vehicle_intercept.GetBool() );
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CNPC_RollerMine::VehicleHeading( CBaseEntity *pVehicle )
+{
+ Vector vecVelocity = pVehicle->GetSmoothedVelocity();
+ float flSpeed = VectorNormalize( vecVelocity );
+ Vector vecToMine = GetAbsOrigin() - pVehicle->GetAbsOrigin();
+ VectorNormalize( vecToMine );
+
+ // If it's not moving, consider it moving towards us, but not directly
+ // This will enable already active rollers to chase the vehicle if it's stationary.
+ if ( flSpeed < 10 )
+ return 0.1;
+
+ return DotProduct( vecVelocity, vecToMine );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+// &vecDir -
+// *ptr -
+//-----------------------------------------------------------------------------
+void CNPC_RollerMine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ if ( info.GetDamageType() & (DMG_BULLET | DMG_CLUB) )
+ {
+ CTakeDamageInfo newInfo( info );
+
+ // If we're stuck to the car, increase it even more
+ if ( GetVehicleStuckTo() )
+ {
+ newInfo.SetDamageForce( info.GetDamageForce() * 40 );
+ }
+ else
+ {
+ newInfo.SetDamageForce( info.GetDamageForce() * 20 );
+ }
+
+ BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
+ return;
+ }
+
+ BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
+}
+
+//-----------------------------------------------------------------------------
+//
+// Schedules
+//
+//-----------------------------------------------------------------------------
+
+AI_BEGIN_CUSTOM_NPC( npc_rollermine, CNPC_RollerMine )
+
+ //Tasks
+ DECLARE_TASK( TASK_ROLLERMINE_CHARGE_ENEMY )
+ DECLARE_TASK( TASK_ROLLERMINE_BURIED_WAIT )
+ DECLARE_TASK( TASK_ROLLERMINE_UNBURROW )
+ DECLARE_TASK( TASK_ROLLERMINE_GET_PATH_TO_FLEE )
+ DECLARE_TASK( TASK_ROLLERMINE_NUDGE_TOWARDS_NODES )
+ DECLARE_TASK( TASK_ROLLERMINE_RETURN_TO_PLAYER )
+ DECLARE_TASK( TASK_ROLLERMINE_POWERDOWN )
+
+ //Schedules
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_BURIED_WAIT,
+
+ " Tasks"
+ " TASK_ROLLERMINE_BURIED_WAIT 0"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_LIGHT_DAMAGE"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_BURIED_UNBURROW,
+
+ " Tasks"
+ " TASK_ROLLERMINE_UNBURROW 0"
+ " "
+ " Interrupts"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_RANGE_ATTACK1,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
+ " TASK_ROLLERMINE_CHARGE_ENEMY 0"
+ " "
+ " Interrupts"
+ " COND_ENEMY_DEAD"
+ " COND_NEW_ENEMY"
+ " COND_ENEMY_OCCLUDED"
+ " COND_ENEMY_TOO_FAR"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_CHASE_ENEMY,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_RANGE_ATTACK1"
+ " TASK_SET_TOLERANCE_DISTANCE 24"
+ " TASK_GET_PATH_TO_ENEMY 0"
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " "
+ " Interrupts"
+ " COND_ENEMY_DEAD"
+ " COND_ENEMY_UNREACHABLE"
+ " COND_ENEMY_TOO_FAR"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_TASK_FAILED"
+ " COND_SEE_FEAR"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_FLEE,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND"
+ " TASK_ROLLERMINE_GET_PATH_TO_FLEE 300"
+ " TASK_RUN_PATH 0"
+ " TASK_STOP_MOVING 0"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_TASK_FAILED"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_ALERT_STAND,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_FACE_REASONABLE 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT 2"
+ ""
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_SEE_ENEMY"
+ " COND_SEE_FEAR"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ " COND_PROVOKED"
+ " COND_SMELL"
+ " COND_HEAR_COMBAT" // sound flags
+ " COND_HEAR_WORLD"
+ " COND_HEAR_PLAYER"
+ " COND_HEAR_DANGER"
+ " COND_HEAR_BULLET_IMPACT"
+ " COND_IDLE_INTERRUPT"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_NUDGE_TOWARDS_NODES,
+
+ " Tasks"
+ " TASK_ROLLERMINE_NUDGE_TOWARDS_NODES 0"
+ " TASK_WAIT 1.5"
+ ""
+ " Interrupts"
+ ""
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_PATH_TO_PLAYER,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND"
+ " TASK_SET_TOLERANCE_DISTANCE 200"
+ " TASK_GET_PATH_TO_PLAYER 0"
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ ""
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_SEE_ENEMY"
+ " COND_SEE_FEAR"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ " COND_PROVOKED"
+ " COND_SMELL"
+ " COND_HEAR_COMBAT" // sound flags
+ " COND_HEAR_WORLD"
+ " COND_HEAR_PLAYER"
+ " COND_HEAR_DANGER"
+ " COND_HEAR_BULLET_IMPACT"
+ " COND_IDLE_INTERRUPT"
+ " COND_SEE_PLAYER"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_ROLL_TO_PLAYER,
+
+ " Tasks"
+ " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ROLLERMINE_ALERT_STAND"
+ " TASK_SET_TOLERANCE_DISTANCE 200"
+ " TASK_ROLLERMINE_RETURN_TO_PLAYER 0"
+ ""
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_SEE_ENEMY"
+ " COND_SEE_FEAR"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ " COND_PROVOKED"
+ " COND_SMELL"
+ " COND_HEAR_COMBAT" // sound flags
+ " COND_HEAR_WORLD"
+ " COND_HEAR_PLAYER"
+ " COND_HEAR_DANGER"
+ " COND_HEAR_BULLET_IMPACT"
+ " COND_IDLE_INTERRUPT"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_ROLLERMINE_POWERDOWN,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_ROLLERMINE_POWERDOWN 0"
+ ""
+ " Interrupts"
+ ""
+ );
+
+AI_END_CUSTOM_NPC()
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